<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <title>Title</title>
    <style type="text/css">
        html, body {
            margin: 0;
            height: 100%;
        }

        canvas {
            display: block;
        }

    </style>
</head>
<body onload="draw();">

</body>
<script src="http://www.yanhuangxueyuan.com/versions/threejsR92/build/three.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script src="js/libs/stats.min.js"></script>
<script src="js/libs/dat.gui.min.js"></script>
<script>
    var renderer;
    function initRender() {
        renderer = new THREE.WebGLRenderer({antialias:true});
        renderer.setSize(window.innerWidth, window.innerHeight);
        //告诉渲染器需要阴影效果
        renderer.shadowMap.enabled = true;
        renderer.shadowMap.type = THREE.PCFSoftShadowMap; // 默认的是，没有设置的这个清晰 THREE.PCFShadowMap
        document.body.appendChild(renderer.domElement);
    }

    var camera;
    function initCamera() {
        camera = new THREE.PerspectiveCamera(45, window.innerWidth/window.innerHeight, 0.1, 1000);
        camera.position.set(0, 40, 100);
        camera.lookAt(new THREE.Vector3(0,0,0));
    }

    var scene;
    function initScene() {
        scene = new THREE.Scene();
    }

    //初始化dat.GUI简化试验流程
    var settings;
    function initGui() {
        //声明一个保存需求修改的相关数据的对象
        settings = {
            positionX:0,
            positionY:5,
            positionZ:0,
            rotationX:0,
            rotationY:0,
            rotationZ:0,
            scaleX:1,
            scaleY:1,
            scaleZ:1,
            translateX:0,
            translateY:0,
            translateZ:0,
            translate:function () {
                //cube.translate(settings.translateX,settings.translateY,settings.translateZ);
                cube.translateX(settings.translateX);
                cube.translateY(settings.translateY);
                cube.translateZ(settings.translateZ);

                settings.positionX = cube.position.x;
                settings.positionY = cube.position.y;
                settings.positionZ = cube.position.z;
            },
            visible:true
        };

        //初始化gui
        var gui = new dat.GUI();

        var position = gui.addFolder("position");
        position.add(settings,"positionX",-30,30).listen();
        position.add(settings,"positionY",-30,30).listen();
        position.add(settings,"positionZ",-30,30).listen();
        var scale = gui.addFolder("scale");
        scale.add(settings,"scaleX",0.01,5);
        scale.add(settings,"scaleY",0.01,5);
        scale.add(settings,"scaleZ",0.01,5);
        var rotation = gui.addFolder("rotation");
        rotation.add(settings,"rotationX",-2*Math.PI,2*Math.PI);
        rotation.add(settings,"rotationY",-2*Math.PI,2*Math.PI);
        rotation.add(settings,"rotationZ",-2*Math.PI,2*Math.PI);
        var translate = gui.addFolder("translate");
        translate.add(settings,"translateX",-5,5);
        translate.add(settings,"translateY",-5,5);
        translate.add(settings,"translateZ",-5,5);
        translate.add(settings,"translate");
        gui.add(settings,"visible");
    }

    var light;
    function initLight() {
        scene.add(new THREE.AmbientLight(0x444444));

        light = new THREE.PointLight(0xffffff);
        light.position.set(15,30,10);

        //告诉平行光需要开启阴影投射
        light.castShadow = true;

        scene.add(light);
    }

    var cube;
    function initModel() {

        //辅助工具
        var helper = new THREE.AxisHelper(10);
        scene.add(helper);

        //立方体
        var cubeGeometry = new THREE.CubeGeometry(10,10,10);
        var cubeMaterial = new THREE.MeshLambertMaterial({color:0x00ffff});

        cube = new THREE.Mesh(cubeGeometry, cubeMaterial);

        //告诉立方体需要投射阴影
        cube.castShadow = true;

        scene.add(cube);

        //底部平面
        var planeGeometry = new THREE.PlaneGeometry(100,100);
        var planeMaterial = new THREE.MeshStandardMaterial({color:0xaaaaaa});

        var plane = new THREE.Mesh(planeGeometry, planeMaterial);
        plane.rotation.x = - 0.5 * Math.PI;
        plane.position.y = -0;

        //告诉底部平面需要接收阴影
        plane.receiveShadow = true;

        scene.add(plane);

    }

    //初始化性能插件
    var stats;
    function initStats() {
        stats = new Stats();
        document.body.appendChild(stats.dom);
    }

    //用户交互插件 鼠标左键按住旋转，右键按住平移，滚轮缩放
    var controls;
    function initControls() {

        controls = new THREE.OrbitControls( camera, renderer.domElement );

        // 如果使用animate方法时，将此函数删除
        //controls.addEventListener( 'change', render );
        // 使动画循环使用时阻尼或自转 意思是否有惯性
        controls.enableDamping = true;
        //动态阻尼系数 就是鼠标拖拽旋转灵敏度
        //controls.dampingFactor = 0.25;
        //是否可以缩放
        controls.enableZoom = true;
        //是否自动旋转
        controls.autoRotate = false;
        //设置相机距离原点的最远距离
        controls.minDistance  = 100;
        //设置相机距离原点的最远距离
        controls.maxDistance  = 200;
        //是否开启右键拖拽
        controls.enablePan = true;
    }

    function render() {
        renderer.render( scene, camera );
    }

    //窗口变动触发的函数
    function onWindowResize() {

        camera.aspect = window.innerWidth / window.innerHeight;
        camera.updateProjectionMatrix();
        renderer.setSize( window.innerWidth, window.innerHeight );

    }

    function animate() {
        //更新控制器
        render();

        //更新性能插件
        stats.update();

        //更新相关位置
        cube.position.set(settings.positionX,settings.positionY,settings.positionZ);
        cube.scale.set(settings.scaleX,settings.scaleY,settings.scaleZ);
        cube.rotation.set(settings.rotationX,settings.rotationY,settings.rotationZ);
        cube.visible = settings.visible;

        controls.update();

        requestAnimationFrame(animate);
    }

    function draw() {
        initGui();
        initRender();
        initScene();
        initCamera();
        initLight();
        initModel();
        initControls();
        initStats();

        animate();
        window.onresize = onWindowResize;
    }
</script>
</html>
